Horses are a type of mount, plural mounts or every mount. Camels are not yet in the game, but they are in the help files as mounts, so might come in later.
Mount is also a command used to mount the various animal mounts.
Horses as the first mounts were added on April 2, 2021.
For the wild animals see Horse (Bestiary) and Camel (Bestiary).
For the skills, see Adventuring.movement.riding.horse and Adventuring.movement.riding.camel.
PLEASE NOTE! April 3rd 2021, 1730 London time: Capita announced fix for horseshoes. Old horseshoes did not protect hooves and still do not protect hooves. Please buy new horseshoes to protect hooves.
Horses can be used for riding, carrying equipment, and combat.
- To mount a horse, you need to learn the mount command from another player (needs 25 base levels in adventuring.movement.riding).
- You do not need to be able to mount a horse to use it for carrying equipment, but you still need adventuring.movement.riding to lead it.
- Horses provide a fast travel system using the ride command, traversing routes between locations they have been taught at much faster speed than normal travel.
- Note however that, unlike magical & divine methods of travel, they do actually traverse the intervening space and the trip can be interrupted mid-way (e.g. due to the horse running out of stamina).
- Horses can also be ridden or led through magic & divine portals, though they cannot remember routes that involve them.
- Horses can fight both alongside their owners and under their owners. The charge and storm commands are combat special attacks that can only be performed while mounted.
Riding & leading a horse requires adventuring Guild Points. If you run out, it becomes likely that you'll be thrown from the horse, or that it will stop following you. This can also happen even with full GP if your riding skill is too low.
If you ride through a doorway (including portals) while mounted, you will be knocked off the horse and incur minor damage (~200 HP). A riding skillcheck will then be performed to determine if you at least automatically start leading your horse. If you do not, you will silently leave your horse behind (though at least on the exit side of the door / portal). Note that if you have insufficient adventuring GP available, you will likely auto-fail the skillcheck.
How to obtain
- Horses can be rented & purchased from Priscilla at the stable on King's Down (northern Ankh-Morpork).
- Rentals are only available during April 2021.
- You can only own one horse per character.
- Default prices before haggling range between &&&&&&&&&+120000 A$300 and &&&&&&&&&+360000 A$900.
- You can haggle to lower the price when buying a horse, this involves a people.trading.buying skill check.
- Essential equipment (saddles, shoes, ever-stylish jodhpurs, etc) can be purchased around the corner from the King’s Down stable, in the Ridings Bit Shop on The Ridings (northern Ankh-Morpork).
- You need some crafts.husbandry.animal.grooming to dress your horse.
- You need to dress your horse yourself with equipment (like the important horseshoes) / clothing. The command is not available to others.
- You can name your horse. Only the owner can refer to the horse with that name. Anyone can see the name by looking at your horse.
Stables & facilities
This table lists stables and horse equipment shops.
|Area||Location||Facilities (unless otherwise noted there is a stable)||Horse supplies sold (unless otherwise noted all clothing are for horses)|
|Ankh-Morpork||King's Down stable, 6 s,w from Deosil Gate||Horse dealer Priscilla, Supplies in stable, Horsepital||hay 20 handfuls of hay in a burlap sack. This burlap sack is the kind used for storing agricultural products. It looks like it could hold a pretty reasonable but not excessive amount of, say, grain. The medium-sized burlap sack is about half full with some hay. It is open. The medium-sized burlap sack is about two and a half feet long and about a foot and a half wide. It is made of jute and looks like you could hold it. It can hold about 17 pounds, or about fifty items. , oats 20 handfuls of oats in a burlap sack. This burlap sack is the kind used for storing agricultural products. It looks like it could hold a pretty reasonable but not excessive amount of, say, grain. The medium-sized burlap sack is about half full with some hay. It is open. The medium-sized burlap sack is about two and a half feet long and about a foot and a half wide. It is made of jute and looks like you could hold it. It can hold about 17 pounds, or about fifty items. , grooming kit This small canvas bag has little pouches with straps on the inside for keeping one's grooming implements safe and at hand. There are three pouches free. It could sheathe a grooming implement. The grooming kit contains: a grooming towel, a body brush, a face brush, a dandy brush, a curry comb, a hoof pick and a mane and tail comb. , huge brown towel (dry horse) This horse-sized cotton towel is fluffy and enormous, perfect for towelling off your horse after a run in the rain.|
|Ankh-Morpork||Ridings Bit Shop, on The Ridings, 2 east of King's Down & King's Way||Horse supplies (not a stable)||iron horseshoes This is a set of four iron horseshoes, worn to protect the hooves of horses from damage. , Lancrastian saddle (riding) This saddle is designed in the Lancrastian style - heavily padded to provide comfort for both horse and rider during a long day of riding. , Genuan saddle (combat) This saddle is designed in the Genuan style - relatively lightweight to give the rider more contact with the horse for better control in combat. , pack saddle (transport stuff, no riding) Rather than a padded seat for a rider, this saddle is a wooden frame and assemblage of straps used for strapping cargo onto a horse. It looks like it could hold much more than a set of saddlebags, but you couldn't ride with it. , pair of brown leather saddlebags (transport stuff behind saddle) This simple but appealing pair of saddlebags is meant to be strapped over the back of a horse, behind any saddle it may be wearing, to allow it to carry things. The pair of brown leather saddlebags has one left pocket and one right pocket.|
|Ankh-Morpork||Emerald Necklace coaching inn, nw,w from Hubwards Gate||Supplies in stable, souvenirs shop, Eaterie||hay, oats, grooming kit, huge brown towel, stylish assassin costume This costume consists of a stylish black silk jumpsuit, complete with a balaclava (with little holes for your horse's ears), a belt of little wooden throwing knives, and just the tiniest hint of pink silk underwear near the tail. , pretty Pishite costume Ever been stuck without a Pishite when you need one? Now your horse can be a Pishite whenever you want, with this pretty sequinned blue and grey blanket embroidered with incense blocks and silver flails. Disclaimer: decorative purposes only. Does not confer powers of stasis, healing, or raising dead pets. , mighty wizard costume Has your horse ever wanted to be a mighty and powerful wizard? Probably not, but have you ever wanted your horse to be a mighty and powerful wizard? Well, this is your chance. This costume comes complete with a green velvet and vermine blanket and orange silk sash, proclaiming your horse to be a first-level wizard of the Venerable Council of Seers, a little pointy hat, and a fake beard.|
|Ankh-Morpork||Cattle Market stables, Chittling Street, south of Shades||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Sto Lat||The Palace Inn Stables, Wall Street, from intersection with Heritage Hill 2 e,s||Horse supplies shop, Eaterie, frog board||hay, oats, grooming kit, huge brown towel|
|Bleak Prospect||Stables, from southeast end nw,w,nw,w||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Uberwald||Harvest of Thorns, journey nw,w from Escrow's west exit||Horse supplies shop, Misc Shop, Eaterie, Bath, Water, Fire, Lemonery, Tannery, Wood workshop||hay, oats, grooming kit, huge brown towel, impeccable evening dress This outfit consists of a dramatic flowing black cloak with red lining, a martingale resembling a stylish tailcoat and shirt front, and two pairs of white spats. All in all, it will definitely make your horse look like an aristocrat of the night. , ridiculous werewolf costume This outfit consists of a kind of jumpsuit or onesie for your horse, the front half of which is sewn from fluffy grey rabbit fur and the rear half is sort of pinkish-beige wool, with a stiffened censor bar covering what on a real werewolf would be a morphologically indeterminate set of genitals.|
|Ephebe||Stables (3), in the outer part of the citadel, before the maze||None||None|
|Tsortean Desert||Lower Djel Trading Post, from Djelibeybi north across the Djel and then west||Eaterie, traders, shop||None|
You need to dress, feed, and groom horses to keep them healthy & functional. If you are careless or inattentive, you will also need to get their ailments treated regularly.
- Basic feed (hay & oats) are available for purchase in the King’s Down stable. Horses have also been known to eat other things, if offered them.
- Feeding hay raises +10% fibre for one handful of hay.
- Feeding oats raises +10% vitamins for one handful of oats.
- Feeding sugar lumps (cubes) raise calories, about 10% for 20 lumps, but it gives the illness toothache after around 40 lumps.
- Horses fed too often might become sick though. It is unclear if this is above 100% of needs or at a lower percentage or if it's when feeding them things other than hay & oats.
- Your mount needs to be groomed regularly to prevent diseases.
- You need a grooming kit. Having the tools in component pouches does not work.
- The tools in the grooming kit lose condition as they are used. You can repair the brushes, fix the combs & pick and mend the towel.
- See the #Illnesses section for details.
- Witches can treat most diseases using turpentine. Witches can fly-in as long as it’s outside and not in no-fly zones.
- There is a horsespital in the south corner of the King’s Down stable, where Doughnut Jimmy offers treatment for ill horses, except for Resurrection sickness. Typically this costs &&&&&&&&&&+20000 A$50 to &&&&&&&&&&+24000 A$60.
- Horses must be properly shoed, otherwise they will rapidly become injured (cracked hooves).
- Camels will not require shoes, per the help files, though there is currently no known way to rent or buy a camel mount.
- Hit points
- Horses have finite hit points, and just like players & NPCs their current HP level can be evaluated using the health command.
- Horses may be healed using most normal means, such as rituals (e.g. Cure Light Wounds) and bandages.
- Knowing what's wrong
Since you cannot really ascertain the status, needs, & diseases of your horse until you can assess them successfully, it is recommended you do not buy a horse before developing substantial bonuses in the relevant skills:
- adventuring.movement.riding.horse at least a bonus of 190 (exact minimum TBD), used to assess traits and to reliably lead your horse. Possibly higher if you wish to ride the horse frequently.
- crafts.husbandry.animal.grooming to assess needs, no matter what uses your are looking for, at least a 215 bonus.
- crafts.medicine.diagnosis to assess health, strongly recommended in order to detect diseases early, to minimise expense and inconvenience. (210 bonus gives around 20% success rate)
- fighting.special.mounted if you wish to ride the horse into combat.
See the Assess section for more details.
You can practice on any horses you find, such as those sold by Priscilla. You can use assess on all mounts in the room (assess mounts).
Without sufficient skills, you're unlikely to be able to care for your horse. It will become at first disobedient (walking off on its own, and refusing to follow you or let you ride it) and then ill, eventually leading to the death of the horse. At the very least it will require frequent trips to the horsepital, at significant expense.
Note: horses emit roomchats that seem like they might be conveying its needs, such as that their tummy rumbles or they poke around at you for food, but they can be difficult to interpret (and it’s not yet proven that these horse emotes are actually conveying the horse’s needs, it could for example be indicating that the environment of the horse is likely to increase some disease).
To be healthy, a horse needs certain things. You can see most of those things with
assess <mount> needs.
- Burden: Must not be too high from stuff on the horse.
- Fibre: Feed hay, but not too much or it could become sick.
- Calories: Feed oats, but not too much or it could become sick.
- Cleanliness: Groom the horse to keep this up.
- Stamina: Regenerates over time. (sickness probably reduces this)
Most diseases can be treated by Treat or the horse doctor at the Horsepital in the stable on King's Down, Ankh-Morpork.
|Disease||Cause||Cured by||Not cured by|
|Overweight||Feeding too much hay and oats. Just hay does not do that.||Treat|
|Toothache||Feeding too much sugar lumps, around 40.||Treat|
|Colic||Probably not enough fibre.||Treat|
|Malnutrition||Probably not enough vitamins.||Treat|
|Skin lice||Not enough grooming.||Treat|
|Pneumonia||Wet + cold for too long? There's now a big towel sold at the stable to dry horses.||Treat|
|Cracked hooves||Lack of iron horseshoes, possibly also some riding failure? Not enough grooming?||Treat|
|Concussion||Using the horse retrophrenologist (lower docility and raise other stats or the reverse).||Treat|
|Exhaustion||NOT cured by Treat.|
|Resurrection sickness||(Dead) ghost horse returned to corporeality.||T-shop pale horse ointment||Treat, horse doctor, Soothing Rain, Restore.|
Unfortunately horses can meet the grim Reaper.
Ghost horses will still follow you around until you get them into more corporeal form.
- You can get your horse raised in a stable.
- You can also ask a priest to perform one of Raise dead or Resurrect rituals on the ghost horse, but afterwards it will have Resurrection sickness.
- The Raise Dead Pet ritual does not work on the ghost nor on the player.
Otherwise you can try to sell your dead horse, but that's unlikely to give you much money in return.
This horse appears to be deceased. Due to some misplaced sense of loyalty, he's still following the unknown object around. He appears to be dead. He is standing. You inquire about the price of the ghost of a blood bay horse. Priscilla says to you with a Lancrastian accent: Ah yes, I got him just earlier today from a rather suspicious customer. I know he doesn't look like much, but I'm sure there's some use you could get out of him. Priscilla says to you with a Lancrastian accent: I'll accept no less than A$119.06 for him. haggle with Priscilla You exclaim to Priscilla: This horse is dead! Priscilla asks you with a Lancrastian accent: Come on, he's worth more than that just on novelty value. Whoever heard of a ghost horse? Priscilla says to you with a Lancrastian accent: I'll accept no less than A$102.80 for him. haggle with Priscilla You exclaim to Priscilla: He's passed on! Priscilla says to you with a Lancrastian accent: Just look at his beautiful coat. Priscilla says to you with a Lancrastian accent: I'll accept no less than A$90.99 for him. haggle with Priscilla Saving... You realise something new about haggling with merchants. You exclaim to Priscilla: He is no more! Priscilla says to you with a Lancrastian accent: He cost me twice the price when I bought him. Priscilla says to you with a Lancrastian accent: I'll accept no less than A$82.40 for him. You exclaim to Priscilla: He has ceased to be! Priscilla says to you with a Lancrastian accent: I can't go any lower! I have a family to feed, you know.
There are five traits:
- Vitality determines the stamina of the horse. Stamina is consumed during fast travel, regular travel while burdened, and combat - if it runs out, the horse may stop mid-travel, or be less effective in combat.
- Stamina is not consumed during unburdened regular room-by-room travel (including journeying in terrain using “journey <direction>”).
- Docility determines how easy the horse is to use (i.e. adjusts the skillchecks up or down).
- Speed determines how much the horse can carry, how quickly it travels, and how far it can travel before becoming exhausted (in concert with vitality - faster horses cover more distance per unit of stamina).
- Strength determines the horse’s effectiveness in combat (in combination with your fighting.special.mounted), and how much it can carry.
- Intuition determines how many routes & places the horse can remember, and how engaged it can be in combat (from weakly fighting beside you at low intuition, to being a powerful warhorse upon which you trample your enemies, at high intuition).
- A riding skillcheck opposed by the (inverse of the) horse's intuition is required to engage the horse in combat (and perform specials like charge and storm).
- Any ailments of the horse - including simply exhaustion (low stamina) - reduce its effective intuition, potentially making the horse unexpectedly unwilling to fight.
Thus while vitality & docility apply universally, only two of the other three matter for each of the horse’s three uses:
- Speed and strength are important for carrying.
- Speed and intuition are important for riding / fast travel.
- Strength and intuition are important for combat.
Traits are (temporarily) reduced while a horse is sick. The most obvious manifestation of this is increased difficulty getting the horse to do what you want (i.e. reduced docility).
Horses’ traits change only through use, or (in a limited fashion) through a horse retrophrenologist.
It appears horses have 220 points to spread amongst the five traits (similar to the 65 point system for player stats). Increasing one trait requires taking points from another trait. Thus if you e.g. take a horse bred for riding, and use it instead mostly in combat, it will over time increase its strength trait at expense of its speed trait (potentially among others).
The dapple grey horse puffs a breath out of her nose and gazes at you. Somehow, you can tell that she has more strength and less intuition now.
The horse retrophrenologist can adjust only the horse's docility trait directly, lowering it - and thus spreading points out into the other four traits - or increasing it (by reducing the other four traits). Consequently, your riding skill is crucial in determining the ultimate capabilities of your horse, as a higher riding skill allows you to work with less docile horses, freeing up trait points from docility to be spent elsewhere.
There are no known stat modifiers for horses. Bless, for example, gives the appearance of succeeding but has no actual effect.
|Breed||Vitality||Speed||Intuition||Strength||Docility||Price range (before haggling)|
|April foal||3 high||1 poor||1 poor||1 poor||3 high||&&&&&&&&&&+47624 A$119.06|
|Bad Ass horse||2 decent||2 decent||2 decent||1 poor||2 decent|
|Chalk pony||1 poor||2 decent||1 poor||2 decent||3 high||&&&&&&&&&+120000 A$300|
|Ephebian horse||3 high||1 poor||2 decent||1 poor||2 decent|
|Il Drim dreamhorse||1 poor||3 high||2 decent||1 poor||2 decent|
|Morporkian puller||2 decent||3 high||1 poor||1 poor||2 decent|
|Sum Dim horse||3 high||2 decent||1 poor||1 poor||2 decent||&&&&&&&&&+380976 A$952.44|
|D'reg warpony||1 poor||1 poor||2 decent||2 decent||3 high||&&&&&&&&&+120000 A$300|
|Al-Khalian||2 decent||2 decent||1 poor||2 decent||2 decent||&&&&&&&&&+380976 A$952.44|
|Copperhead mining pony||2 decent||1 poor||2 decent||1 poor||3 high||&&&&&&&&&+120000 A$300|
|Llamedos pony breed||2 decent||1 poor||1 poor||2 decent||3 high||&&&&&&&&&+120000 A$300|
|Pumpkin pony||1 poor||1 poor||3 high||1 poor||3 high||&&&&&&&&&+120000 A$300|
|Tsortean horse||3 high||1 poor||1 poor||2 decent||2 decent|
|Sto Plains charger||1 poor||1 poor||2 decent||3 high||2 decent||&&&&&&&&&+380976 A$952.44|
|Munz charger||1 poor||1 poor||3 high||2 decent||2 decent|
|Pseudopolis pony||3 high||1 poor||1 poor||1 poor||3 high||&&&&&&&&&+120000 A$300|
|Hillshire horse||2 decent||1 poor||1 poor||3 high||2 decent|
|Breed||Vitality||Speed||Intuition||Strength||Docility||Price range (before haggling)|
Note that there are believed to be at least four general levels (implied by the help files regarding intuition), but the higher level(s) might only be achievable through ‘training’ (using the horse such that it improves the relevant traits over time).
There is also higher granularity than just 1, 2, 3, and 4 (which is just used to make the table sortable).
- Complete success with assess traits prove that traits can go up to at least 81.
- The MUD help files for charge and storm indicate that intuition can go above 40.
- It is not yet known how much (if any) variance there is in exact trait values between specific examples of each breed.
The types of horses are mare (her), gelding (it/its) and stallion (him/his).
|bay||This bay <type> has a chocolate brown body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.|
|bay dun||This bay dun <type>'s coat is a creamy tan all over with a black mane and tail and faint black striped markings on <possessive> legs.|
|black||While called black, this black <type>'s coat is actually a deep, dark brown, bleached by exposure to the sun.|
|blood bay||This blood bay <type> has a rich red body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.|
|blue roan||This blue roan <type>'s deep brown, almost black, coat is intermixed with a speckling of white hairs around <possessive> body, giving <pronoun> a silvery brown appearance.|
|brindle||This brindle <type>'s copper brown coat has faint yellow stripe-like markings across <possessive> body and legs.|
|brown||This brown <type> has a dark brown body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.|
|buckskin||This buckskin <type>'s coat is a cream yellow all over with a black mane and tail.|
|chestnut||This chestnut <type>'s coat is a coppery brown all over with a slightly lighter shade on <possessive> mane and tail.|
|dapple grey||This dapple grey <type>'s copper brown coat is dappled with starry white spots around <possessive> body and legs.|
|dark||This dark <type> has a deep brown, almost black coat with white "socks" on <possessive> feet and white markings around <possessive> muzzle.|
|dun||This dun <type>'s coat is a creamy tan all over with a slightly darker shade on <possessive> mane and tail and faint striped markings on <possessive> legs.|
|grey||While called grey, this grey <type> is actually what most people would call a white horse. However, <possessive> skin under the white coat, visible around <possessive> eyes and muzzle, is black.|
|piebald||This piebald <type> has a deep brown, almost black coat with large white patches around <possessive> body and legs.|
|liver chestnut||This liver chestnut <type> is a dark brown all over with a slightly lighter shade on <possessive> mane and tail.|
|red roan||This red roan <type>'s copper brown coat is intermixed with a speckling of white hairs around <possessive> body, giving <pronoun> a silvery brown appearance.|
|rose grey||This rose grey <type> has a grey coat with a slight pinkish tinge and a mane and tail in a dark shade of chocolate brown.|
|skewbald||This skewbald <type> has a chocolate brown coat with large white patches around <possessive> body and legs.|
|sorrel||This sorrel <type>'s coat is a reddish tan all over with a slightly lighter shade on <possessive> mane and tail.|
- Beyond maximum - traits
- Maximum - traits
- Full (100%) - needs
- Very high
- Very low
- Empty (0%) - needs
Assess needs uses crafts.husbandry.animal.grooming (confirmed by tm)
- A 276 bonus is enough (lower might do it) to always have the output with percentages.
Marginal success (Minimum bonus required: 215)
The sorrel horse: Burden ..................... Empty Fibre ................... Very low Calories ............... Very high Cleanliness ................. High Stamina .................... Empty
The dark horse: Burden ....................... ~0% Fibre ....................... ~90% Calories ................... ~100% Cleanliness ................. ~90% Stamina .................... ~100%
Assess health uses Crafts.medicine.diagnosis (confirmed by tm)
- A 226 bonus is recommended to always have a marginal success.
The brown horse: To your untrained eye, she seems to be in good health. The brown horse: To your untrained eye, she seems to be sick with some sort of horse illness.
Marginal success (210 bonus gives 9/44 ~20% success rate)
The dark horse: She is in good health. The bay horse: It has the following illnesses: - Overweight
Assess traits uses Adventuring.movement.riding.horse (confirmed by tm)
The red roan horse: Vitality ............. Unknown Speed ................ Unknown Intuition ............ Unknown Strength ............. Unknown Docility ............. Unknown
The red roan horse: Vitality ............. Very high Speed ................ Very low Intuition ............ Very low Strength ............. Very low Docility ............. Very high
The blue roan horse: Vitality ................. ~20 Speed .................... ~50 Intuition ................. ~0 Strength ................. ~50 Docility ................. ~90
Royal Enfield the bay horse: Vitality .................. 51 ++ Speed ..................... 18 Intuition ................. 48 Strength .................. 22 -- Docility .................. 81